The BLAST R6 Manchester Major is fast approaching! We're looking forward to welcoming the Rainbow Six esports community to Manchester from May 16 to 26, where exciting matches and new reveals about Siege Year 9 Season 2 will happen.
Find out everything there is to know about the event.
DATES & LOCATIONS:
Phase 1: May 16 to May 17 Phase 2: May 19 to May 22 Phase 3: May 24 to May 26 Venue: B.E.C Arena
TEAMS:
These teams will compete for a lion's share of the USD $750,000 prize pool, as well as points to qualify for the Six Invitational 2025!
PROGRAM:
The BLAST R6 Major Manchester will feature a 3-phase format with the final weekend playing out in front of a live audience in the B.E.C Arena in Manchester, United Kingdom.
GET REWARDS BY PARTICIPATING TO PREDICTIONS:
As for the last Six Invitational, you can make your predictions on https://r6esports.com/majorPredictions for each phase of the Major for a chance to win alpha packs and a Battle Pass! Note that you can still edit your predictions for Phase 1 until May 16th 4 PM CET, Phase 2 until May 19th 12 PM CET, and the Finals until May 24th 10 AM CET!
TWITCH DROPS
Get ready for Twitch Drops on official R6 channels throughout the event! When watching the stream, you will be rewarded with Esports Packs full of exclusive operator uniforms, headgears, and weapon skins. Here's a sneak preview of what's in store:
Phase 1: 2 Esports packs to win (1 per day starting from 3 hours of watch time)
Phase 2: 4 esports packs to win (1 per day starting from 3 hours of watch time)
Phase 3: 6 esports packs to win (2 per day starting from 3 hours of watch time)
Our latest Anti-Cheat Status Update for May 2024 is here, bringing the latest updates on MouseTrap, the QB System and more!
TEAM UPDATE
Our Anti-Cheat team is evolving. We're currently restructuring, growing, and allocating more resources to our Anti-Cheat team, ensuring that we can provide a secure future for Siege. As the team expands, we'll have more opportunities to reflect the benefits of this growing team in-game. While we're in this stage, our team remains focused on improving your experience.
BANS: DATA BANS + BATTLEYE
BAN NUMBERS
Here we have our latest ban data, including bans for February, March, and April.
DATA BANS & ADDITIONAL DETECTIONS
This season marks a significant evolution in our approach to cheating, as we've made improvements to our Data Ban system moving to a machine learning model. We've vastly increased the number of data points used to analyze a player's performance, resulting in a meaningful increase in cheaters being detected and sanctioned through this method. We've also optimized our sanctioning process by increasing how often we run our sanctions, effectively reducing the time it takes to ban detected cheaters by half using this model.
In addition to these efforts, we also have new Distributed Denial of Service (DDoS) detections which are currently being used to sanction players. We know that this has been affecting players and we want to make it clear that we are working on identifying behaviors and sanctioning players who are taking advantage of these services.
Looking ahead, we're working on an improved detection of AFK avoiders (idle botters) as well as additional cheat detection updates. These will further enhance our ability to identify and ban cheaters in Rainbow Six Siege, improving the experience for everyone.
ADDRESSED CHEATS & HARDENING
ONGOING INVESTIGATIONS
CHEATING INCREASE
As we recently communicated, we are aware of the increase in cheating behaviors reported by the community. We want to reassure you that addressing these concerns is a top priority for our Anti-Cheat team and that we are looking to deploy solutions to resolve these issues as soon as possible. The Y9S1.3 patch deployed on May 2nd has temporarily improved this situation while we work on longer term solutions to prevent those cheats. CRASH EXPLOIT
Our team is actively working on a fix for the Crash Exploit reported by the community. Until then, Abandon Penalties have been retroactively reduced to a 5-minute duration. All newly issued Abandon Penalties will be 5 minutes as well. Thanks a lot for your reports!
ADDRESSED CHEATS
Several cheats have been addressed since our last Anti-Cheat Status Update, with some updates going live with Y9S1.3. However, in recent months, we have seen a dramatic decrease in a number of rage cheats being used. This reflects the ongoing work that our team is doing in order to tackle new cheats and protect the game and its players.
HARDENING
Hardening is the act of increasing the security and reducing the surface of vulnerability of the game's code, to protect against attackers. In Y9S1.2, we made several changes which resulted in improved overall game security, and we'll have more improvements coming in Y9S2. These improvements are continuous, and our updates are playing a crucial role in making the game safer. We'll be sharing more on our hardening efforts in the future.
QB SYSTEM
QB is a security system available on PC, designed to make cheat creation more tedious, difficult, and expensive. By creating a less effective environment for cheat creators, our aim is to reduce the amount of cheats being successfully created and sold.
UPDATE CADENCE & UX IMPROVEMENTS
We want to ensure that QB remains effective, so as promised, we are continuing to provide regular updates to this system, and these will come at an increased cadence compared to Year 8.
Another goal of ours is to share more information with legitimate players, helping to understand why a game restart may be happening. Some of these changes are already live; for instance, you may now see the "Update available" prompt in-game in some circumstances, asking you to restart the game when possible.
MOUSETRAP
CURRENT STATUS
MouseTrap is a system designed to detect spoofing devices which enable the use of mouse and keyboard on consoles. Changes implemented in Y9S1 have broadened its detection capabilities, allowing us to find more suspicious players.
This season, we are also focusing on your feedback, with most changes being aimed towards enhancing our current system. The Y9S1.3 update is helping to further increase the accuracy of MouseTrap by expanding on the types of devices that it can recognize, and improving the detection of currently identifiable devices. As well as this, the update is working to further minimize false positives, resulting in fewer controller players being incorrectly detected.
MOUSETRAP PENALTIES & MATCHMAKING [TARGET: Y9S4]
In Y9S4, we'll be making use of MouseTrap's detection in new ways, directly improving the experience for controller players. In this upcoming Y9S4 update, if a player is detected using a spoofing device three times,the updated Crossplay system will automatically place them into the PC matchmaking pool for a 90-day period. This will result in matches that feel fairer for controller players, while giving users of the spoofing devices a choice in how they want to play the game.
CONCLUSION
In conclusion, our dedication to upholding the integrity and fairness of Rainbow Six Siege is unwavering. Our goal this year is to make Rainbow Six Siege both more secure and more reactive when it comes to cheating. Through a multifaceted approach, encompassing machine learning and Data Bans, rigorous hardening, and innovative detection systems such as QB and Mousetrap, we are continuously following up on our commitment to safeguarding the gaming experience for all players.
Cheaters have no place in Siege, our teams are committed to making Siege safe and enjoyable for everyone.
Each season, we provide a Roadmap update to offer further insights into the development of upcoming features to ensure transparent communication with all players. Each update and decision we make takes into account various elements such as player feedback, time allocated to ensure the quality of the features delivered, and more.
With that in mind let’s delve into this mid-season Roadmap update!
ROADMAP UPDATES
[MAIN FEATURE] SIEGE MARKETPLACE
Status: confirmed for Y9S2
[/b][/list]
Since its Beta launch, many of you have been engaging in buying and selling some of your favorite items with other players in the Siege Marketplace. With the upcoming Season 2, we are pleased to confirm that the Siege Marketplace will be fully launched and available for all players to use!
[PLAYER PROTECTION] STEAM IMPROVED BAN ENFORCEMENT (Part 1)
Status: Part 1 confirmed for Y9S2
[/b][/list]
As announced during the Year 9 Reveal Panel, we are doubling down on our efforts to address cheating in Siege. In Season 2, we will be focusing on a first iteration of an improved ban enforcement measure on Steam (PC), making it more difficult for cheaters to return to the game once banned. As this will be a new addition to our anti-cheat ecosystem, we are breaking down the feature into several iterations, with the first part scheduled for Season 2.
[BALANCING] FENRIR & SOLIS UPDATE
Status: Confirmed for Y9S2
[/b][/list]
Operator balancing is crucial to maintaining the competitiveness of Siege. As previously hinted, we have focused on the Defense side and will introduce Operator balancing updates to both Fenrir and Solis (Part 1) in the upcoming Season. The second part of Solis’ update is currently scheduled for Season 3.
[NEW!][TRAINING] MAP TRAINING PLAYLIST
Status: Confirmed for Y9S2
[/b][/list]
In Season 2, significant updates will be introduced to Map Training. Newly added to the Year 9 Roadmap, the “Endless Drill” mode will be introduced to the Map Training playlist. Other announced presets and an additional set of maps are also confirmed for the new season.
[MAJOR FEATURE] MAP FILTERS IN STANDARD PLAYLIST
Status: Confirmed for Y9S2
[/b][/list]
Having more control over which maps you play has been a longstanding community request, which is why a new filtering feature will make its debut in the Standard Playlist. Map presets will be available in the menu, and will allow you to select your preferred maps.
[MAJOR FEATURE] REPUTATION SYSTEM
Status: New target delivery: Y9S4
[/b][/list]
We are continuously working on improving the Reputation System based on the feedback you have shared with us. Therefore, we have decided to keep this system in Beta phase until Season 4, allowing us to make necessary adjustments to enhance your experience in terms of transparency, effectiveness and overall fairness of the system.
[PLAYER COMFORT] AFTER-ACTION SCREEN 2.0
Status: New target delivery: Y9S3
[/b][/list]
For Player Comfort, the After-Action Screen will receive further updates this season and is currently scheduled for release in Season 3. With this feature, we aim to provide an accurate and insightful recap of each match of Rainbow Six Siege.
FULL REVEAL
Stay tuned for the Year 9 Season 2 Reveal coming up on Sunday, May 26th, at 5PM BST / 9AM PT / 12:00PM ET / 6PM CET.
In this latest edition of Designer’s Notes, we'll go into detail about the balancing changes that’ll come with the Y9S1.3 update and give you some insight into the reasons behind them.
BALANCING MATRIX AND TOP OPERATOR BANS
WIN DELTA VS. PRESENCE
Please note that we are using presence to gauge the popularity of an Operator. This notion had to be introduced to reflect the implementation of the pick & ban. Presence definition: pick rate of an Operator when not banned. Win Delta: The Win Delta is aggregated from Operator’s Win Deltas per Bomb Site.
OPERATOR BAN RATE
MESSAGE FROM THE TEAM
As observed in the Balancing Matrix, there has been a significant increase in the presence of certain operators. However, despite this shift, their performance statistics do not raise any immediate concerns. Consequently, we have decided not to make any adjustments to the sights distribution in this patch. It's essential to recognize that the graphs presented reflect only a small segment of the Ranked player base. Below those ranks and across the broader player community, the presence of these operators is considerably lower.
Their presence was higher at the beginning of the season and gradually declined to the numbers you see right now. This downward trend suggests that these operator choices are driven more by novelty than by overwhelming strength. We observed similar patterns during the 1,5x era, and based on tests conducted over the past year, we prefer a cautious approach rather than immediate reaction because the system is still too new. We believe maintaining the current distribution throughout the entire season won't compromise the overall balance.
Additionally, prematurely removing these operators could prompt players to swiftly switch to the next operator equipped with Magnified Scope. Such a shift might adversely impact the balance of other operators that have not received as much attention and are currently in a good position. Hasty removal would not allow sufficient time to thoroughly evaluate all the pros and cons of the new sights, especially considering that nostalgia and novelty are still influencing the decisions.
OPERATOR BALANCING
________________________________________
AZAMI
[h4]KIBA BARRIER[/h4]
Increased by 10% the damage received by High caliber Handguns and Revolvers.
Handguns: .44 Mag Semi-Auto, D-50
Revolvers: .44 Vendetta, Keratos .357, LFP586
Increased by 10% the damage received by Medium caliber Submachine Guns and Assault Rifles.
The weapon base damage, the damage drop-off curve, the distance to the barrier, and the barrier resistance are just a few of the variables we need to consider for the +100 weapons available when balancing this system. We were already aware that the Kiba Barriers might still require too many bullets to be destroyed by certain weapons. However, we wanted to be cautious not to render the barriers completely ineffective now that every operator will be able to deal with them. As a result, we opted for an initial release with barriers that remain robust. Our plan is to iterate, seeking the optimal balance while closely monitoring the impact of each adjustment.
Despite the data is showing that the new feature is being utilized, the lifespan of the barriers hasn't significantly changed. This suggests that Attackers continue to face challenges when dealing with them. Explosives and melee attacks remain the primary methods of destruction, making the risk associated with shooting at a barrier still high enough to favor the use of explosives.
Upon analyzing the damage received by the barriers during destruction, we observed that Designated Marksman Rifles perform exceptionally well against them. Consequently, our focus will primarily be on increasing the damage received from Assault Rifles and Light Machine Guns. The additional weapons mentioned here are affected for the sake of consistency, as they share the same caliber configuration.
Considering her ability to bait defenders and facilitate re-frag opportunities for teammates following the hologram, she should be an excellent operator choice for support players. Additionally, her infinite intel gathering resources make her particularly advantageous in the current situation, where drones are limited. Therefore, we will enhance her support capabilities by incorporating Impact EMP Grenades and maybe look into the Gemini Replicator in the future.
LESION
[h4]GU MINE[/h4]
Initial damage: Reduced to 3hp (from 5).
Gadget refill timer: Increased to 25 seconds (from 20).
Since the removal of cloaking from his GU Mines, we've observed positive changes in his performance. Despite the uncloaked mines, the number of mines triggered per round has remained relatively stable, resulting in higher average damage than initially anticipated.
To maintain the core essence of the GU Mine, we have made a slight reduction in its initial damage. Our intention is to emphasize the urgency of removing the mine and the fear associated with encountering another one. Rather than an immediate kill, we aim to create a strategic window of opportunity for players to engage with the enemy.
Lesion's increased resources allow him to exert significant map control very quickly and block attackers' access to the building from very early in the round. Consequently, we've extended the time required to acquire the mines. While this may reduce early-round map control, it ensures Lesion's continued impact in late-game scenarios. He remains a priority target for attackers.
Regarding secondary gadgets, we believe that the GU Mines should be enough for slowing down Ballistic Shields and the Impact Grenades give him too much flexibility. So we are going to change them for the Observation Blocker, which also synergies well with its primary ability providing extra protection.
NOKK
[h4]HEL PRESENCE REDUCTION[/h4]
Duration: Increased to 30 seconds (from 20).
Cooldown: Increased to 30 seconds (from 20).
The recent changes to Frag Grenades, along with increased operator access, have had a negative impact on Nokk's presence.
To mitigate this issue while we investigate other solutions to make her more impactful, we will be increasing the duration of the HEL Presence Reduction. This adjustment will allow Nokk to traverse bigger areas more comfortably without being detected in defenders' cameras and catch them by surprise.
ORYX
[h4]REMAH DASH[/h4]
Will destroy Deployable and Talon shields. The dash is not interrupted.
We are updating the Remah Dash to improve comfort and consistency. From now on, Deployable Shields and Talon Shields will no longer impede Oryx during the dash; instead, they will be destroyed and he will go through. This adjustment aligns with player expectations, especially considering Oryx's existing ability to pass through Kiba Barriers and Reinforced Barricades.
SENS
[h4]R.O.U. PROJECTOR SYSTEM[/h4]
Max. Resources: Increase to 4 R.O.U. Projectors (from 3).
Despite the numerous improvements to the POF-9 and the additional utility that brings, Sens continues to underperform. We acknowledge the intricacy and skill required to use the R.O.U. Projectors effectively. The unpredictability of bounces can sometime work against you. We hope the new Trajectory Previsualization can help to improve accuracy, but we are going to allocate additional resources to enhance flexibility and provide more opportunities for error correction while we keep investigating new ways to improve it.
GADGET BALANCING
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IMPACT GRENADE
[h4]EXPLOSION[/h4]
Damage: Reduced to 40hp (from 60).
Radius: Reduced to 2 meters (from 3).
[h4]OPERATORS AFFECTED[/h4]
Azami
Caveira
Clash
Echo
Goyo
Maestro
Melusi
Rook
Valkyrie
Vigil
Wamai
We recognize the growing significance of Impact Grenades over the years. They play a crucial role in site setup, facilitate defenders' swift rotations, aid in clearing attackers utility, deny walls, and even eliminate adversaries. However, we acknowledge their excessive versatility, which prompts us to address their killing potential and wall-denial capabilities.
We have implemented a reduction in damage. As a result, double-impacting an enemy will no longer result in an immediate kill. Also, opponents must be even more damaged to employ a grenade to secure the elimination.
The reduction in explosion radius will yield two key effects:
1. Impact-Tricking countermeasures: Attackers can prevent it by positioning the hard-breach device as close to the ground as possible in additional locations, And defender must be more accurate to do it successfully.
2. Precision requirement for utility clearance: Defenders must exercise greater accuracy when dealing with attackers' utility, such as Airjabs and Claymores. This adjustment allows attackers to place more reliance on this type of gadgets and experiment with unexpected placements.
Our intention is to promote the use of the right tool in the right situation, rather than relying solely on something that can serve multiple purposes. Defenders have other tools at their disposal that can achieve these objectives more effectively. Our final goal is to enhance tactical gameplay and reward the correct decision-making in every match.
WEAPON BALANCING
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BALLISTIC SHIELD
[h4]GUARD BREAK[/h4]
Explosion: Trigger threshold reduced to 30 damage (from 50).
OPERATORS AFFECTED
Blitz
Fuze
Montagne
Clash
Our goal is to ensure that the Impact Grenades remain effective counters against Ballistic Shields. Because of the recent damage change, we find it necessary to adjust the threshold for breaking a shield owner's guard.
The guard break system relies on the damage received, and it's important to note that no other explosives have undergone alterations. Consequently, other explosive devices will now create larger openings than before.
________________________________________ Follow us and share your feedback on X and Reddit.
In Y9S1 and beyond, we'll continue to update the Reputation System Beta to ensure its accuracy before any Standing Impacts go live.
This season, we've made several changes to the Reputation System. In this article, we'll share more on what these changes mean and how we plan to continue improving this system.
Y9S1 - POST LAUNCH LEARNING
Following the Y9S1 release, it became clear that certain aspects of the Reputation System were not working as intended. Our teams gathered and analyzed player feedback while completing internal investigations, leading us to identify issues affecting the player experience.
COMMUNICATION PENALTIES - VOICE & WRITTEN
We found that players were receiving communication penalties at a higher rate than expected. In response to this, a decision was made to disable the voice chat and written chat penalties. These communication penalties will remain disabled until we can implement further levers to ensure that all penalties given are fair, while also providing players a clear path to improvement.
On consoles, we were made aware of another issue which led to increased voice chat reports being visible in the Reputation Center. We also found that in some cases, misconduct such as Griefing or Voice Abuse was incorrectly labeled as "Excessive" in the Reputation Centre. A fix was released addressing these on March 21st.
COMMENDATION EFFECTS
After season launch, we became aware of an issue affecting the speed at which Commendations would be reflected in a player's Standing, resulting in lower Standings for many players. Commendations are now affecting Standings promptly and correctly.
Y9S1 - REPUTATION SYSTEM UPDATE
STANDING DEFINITIONS & BALANCING UPDATE
With the launch of Y9S1, we implemented our latest balancing update for the Reputation System. Here we used the built-in weights and levers to better define the attainment of each Standing, aligning more closely with our intentions. The five bracket Standings were also redefined to provide more meaning to each of them.
The aim behind system balancing is to ensure that your Standing mirrors your actions. Right now, many players will find themselves in the Respectable bracket. Being in Respectable is a great place to be and should be the aim; it means you're the core of the Siege community, you're not detracting from others' experiences, and you're playing with care, making Siege enjoyable for players around you. Some players with consistent positive behavior might also enter the Esteemed and Exemplary brackets, but maintaining these can be more challenging.
Looking at the two lower brackets, falling into Disruptive doesn't necessarily mean your behavior is always negative, but it does indicate that you're not playing to the Siege ideals overall. With some effort, the Respectable Standing can be achieved. However, if a player finds themselves in Dishonorable, it means there are clear negative trends. In these cases, players need to adjust their behavior and remain consistent to improve their Standing and experience for the community's benefit.
WHAT'S NEXT?
MORE LEVERS, MORE CONFIDENCE
We've learned a lot since the Reputation System entered, in Y8S4, in its grace period and we're continuing to integrate those learnings to ensure that the Reputation System is fair, resilient, and understandable for all players.
We are currently making progress in incorporating protections that make a player's Standing more robust, going beyond reacting to player reports, and instead using additional factors. These improvements are directly driven by the feedback you have shared with us.
Our work continues so that we can develop further levers that will enable us to reactivate the communication penalties. We want to ensure that our system applies penalties only where necessary, and that players have a full understanding and trust in the Reputation System.
STANDING IMPACTS & RELEASE STATUS
Thanks to your feedback, it's became clear that large changes are needed in order for the Reputation System to meet the requirements that we've set. With this in mind, Impacts based on your Standing will be no longer be introduced in Y9S2 and will instead come in a later season. Consequently, as the Reputation System will not see its full release in the coming season, it will remain in Beta for now.
We'll be sharing more information soon on when you can expect to see Impacts and the full release of the Reputation System. The deployment of Impacts will also be announced ahead of time so that players can be prepared. Once this feature does go live, we'll be monitoring the system closely and listening to your feedback on the update.
CONCLUSION
The Reputation System will continue to retain its Beta status, reflecting its current form as we continue to make improvements and collect further feedback. Our priority will be to ensure that everyone is confident in the state of the Reputation System as we focus on reducing toxicity and making Siege a fun and enjoyable game for everyone.
We aim to continue to provide transparency and responsiveness around this system, and as we move forward, we want to keep hearing about your experiences. We're always listening as we work to provide a safe community.
Ubisoft Connect: 918.5 MB Steam: 479 MB Xbox One: 0.77 GB Xbox Series X: 2.1 GB PlayStation 4: 1.44 GB PlayStation 5: 929 MB
BUG FIXES
GAMEPLAY
FIXED - Rappel breaks when used at the distance limit and then walking backward during animation. FIXED - Incorrect default sight attachment shown for Fenrir's SASG-12. FIXED - Barbed wire requires more shield-melee attacks to be destroyed than intended. FIXED - Shield position that player and enemy Operator see becomes desynched if free-look is used before shield realigns itself. FIXED - Aruni's Surya Gate doesn't deactivate for friendly Operators when placed close to stairs. FIXED - Camera clips through player when using free-look and going prone next to a wall. FIXED - Deimos' DeathMARK icon disappears when Deimos or enemy Operator enter a field that deactivates electronic devices. FIXED - Free-look breaks if players look right and use free-look multiple times.
LEVEL DESIGN
FIXED - Unintended line of sight can be reached using Azami's Kiba Barrier to vault on top of an air hockey table at 1F Storage in the Theme Park map.
AUDIO
FIXED - Gameplay audio is muted during End of Round replay, end of match, and kill cams.
OPERATORS
FIXED - Spectating doesn't display Deimos's ability properly when reconnecting to the match.
USER EXPERIENCE
FIXED - Placeholder asset displayed for multiple uniform rewards in the Uniform view page of the Battle Pass progression menu. FIXED - Tutorial control guide menu pops out when toggling the ping target in Map Run. FIXED - Operator bundles are not shown correctly after purchasing unless the player leaves then re-enters the operator album screen. FIXED - Operator portrait is displayed offset in the Loading screen of Free For All sessions. FIXED - Deimos' DeathMARK probe and laser don't display team color settings. FIXED - Operator Guide content doesn't load properly when using the scroll bar. FIXED - Camera shakes more than intended when entering rappel.
Times were fun during the first Containment event. Alien parasites were infecting everything in their path and taking on the form of Rainbow Six Operators. REACT Team went from room to room blowing up nests. Carnage was everywhere.
Now years later, the Proteans have resurfaced. It's night-time at the Consulate in Abidjan and it is time for you to pick a side. Playing as REACT Operators (Attackers), you are tasked to infiltrate the area, locate the nests and neutralize them, while playing as infected Proteans (Defenders), you must protect the nests and take down the REACT Team.
Seize this moment of fear, anxiety and dread once again. They don't come often.
In addition to the 22 Operators previously playable, this edition brings in Zofia and Hibana on the REACT Team, as well as infected Bandit and Mozzie on the Protean side. While Proteans can only use melee attacks, they can sustain more damage and have special abilities to swiftly move around the map
Discover the new Containment Collection and get limited-time uniforms, headgear, weapon cosmetics, and more, for Hibana, Mozzie, Zofia and Bandit. A new Containment Signature Pack will also be available with an exclusive drone, charm, and a universal weapon skin for all Operators!
In addition, returning bundles from the 2021 Containment Collection will be available once again. If you previously missed the popular Aruni Ravage bundle, now's the time to claim it!
And don't forget to claim your FREE Collection Pack by connecting to the game during the event to have a chance to earn legendary skins!
Will you be the one to stop the dangerous Chimera parasite… or will you allow it to spread?
Ubisoft Connect: 2.2 GB Steam: 1.9 GB Xbox One: 2.27 GB Xbox Series X: 2.51 GB PlayStation 4: 2.73 GB PlayStation 5: 2.49 GB
BUG FIXES
GAMEPLAY
FIXED - Feet aren't covered by Ballistic Shield when crouched. FIXED - AI Bots get stuck on furniture when moving to the defuser if planted in the south east corner of 1F Bar on the Chalet map. FIXED - Eliminations counter doesn't update if more than 3 targets are eliminated at the same time in Map Run Target Mode. FIXED - Wrong room marked as complete for the 4th step of Map Run on the Coastline map. FIXED - Wrong magnification for the .44 Mag Semi-Auto. FIXED - Players can double vault using a Deployable Shield and Azami's Kiba Barrier to reach areas providing unintended lines of sight.
LEVEL DESIGN
FIXED - Defenders detected outside between 2F Yellow Corridor and 2F Cafe Corridor on the Theme Park map. FIXED - Players can vault onto a cabinet located in 2F Tea Room on the Skyscraper map. FIXED - Defenders detected outside in 1F Main Stairs on the Border map. FIXED - Walls clip through the rooftop in EXT Bedroom Roof on the Villa map. FIXED - Players can navigate onto a metal box located at EXT Sailboats on the Kanal map. FIXED - Defenders detected outside between 1F Blue Room and 1F Joint Corridor on the Theme Park map. FIXED - Players are able to navigate onto the top of stacked barrels located at 1F Barrel Room on the Theme Park map. FIXED - Defuser can't be retrieved after dropping it while exiting or entering rappel stance next to a railing in EXT Terrace Balcony on the Outback map.
OPERATORS
FIXED - Buck's Skeleton Key doesn't work as intended when pressing the fire key during the transition animation. FIXED - Deimos' DeathMARK gauge does not show the cooldown refill in caster mode. FIXED - Deimos' DeathMARK won't activate right after switching targeted operators. FIXED - Bandit's Shock Wire persists when affected by EMP grenades.
USER EXPERIENCE
FIXED - Reputation values are inaccurate when a player has negative tiles with actions displayed in the Reputation tab. FIXED - Rendering issue upon viewing the main and subcategories of the Locker. FIXED - Navigation keys have no functionality inside the intro page of the Battle Pass. FIXED - Unintended guard break animation occurs after stepping on a fire source when using a Ballistic Shield. FIXED - FPS drops when players quickly pass over Operators in the Operators tab. FIXED - Various UI issues.
The highly anticipated Year 9 Season 1 of Rainbow Six Siege is finally here, and it is packed with thrilling updates and new features.
For the first time a villain Operator, Deimos, joins the roster. Track down your enemies with his DeathMARK flying probe which reveals both a designated target and Deimos’ locations for a set of time, or until one gets eliminated...
But that's not all. With a focus on player protection and to ensure a fair and competitive gaming experience for all, this season brings improved anti-cheat measures, as well as ranked restrictions.
Attachments and ADS are receiving an upgrade to foster more tactical gameplay. Sights are being reorganized in four categories: iron sights, (x1), (x2.5) and (x3.5) with ADS bonuses to iron sights and (x1) sights. Other attachments are also receiving major updates, so get in the Shooting Range to try them all !
Shields have been revamped for a more balanced and immersive feel. Hip-fire is removed, and players will now be able to break through full-health barricades, melee pushback opponents, sprint, reload, trigger gadgets and free-look around, all while using their shield.
The long-awaited Inventory Management Menu is making its debut! Browse through your entire collection of cosmetics and customize operators with greater ease and efficiency. From cosmetics to loadouts, managing your gear has never been more seamless.
Furthermore, Year 9 Season 1 showcases a commitment to training and improvement. The Versus AI mode receives 5 additional maps, 6 more playable operators and AI updates, while the Training Playlist receives 4 more maps as well.
Whether you're a seasoned veteran or a newcomer to the game, there's something for everyone in this action-packed season.
Don't forget to check out the new Premium Battle Pass for all the exclusive rewards this season! Get 6,000 R6 Credits in value that includes: Unlocking Deimos instantly, 18 Bravo Packs, 600 R6 credits back, 10% store discount and more!
Join us as we embark on a new chapter in Rainbow Six Siege history with Year 9 Season 1: Operation Deadly Omen.